Are dice too powerful?


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Yeh. Were rarin' to play again tonight. We ran some serious drama last night. Including the discovery of the conditional immortality of the BBEG. :)
 





cptg1481 said:
Yep, I hate dice, I am a hard core point buy guy.....I mean IRL all people are created equal so why shouldn't D&D characters all be created equal. I mean sure they have some freedom of expression in how they spend thier points but they all have the exact same potential right. [/I]

Right. I was just talking with Michael Jordan the other day when this hit me. He's right. He's strong than me. Has a higher dex. Better Con. And more Charisma. So based on this, I must not only be a genius but one of the wisest men in the world. I don't know why I didn't notice sooner, but it makes me feel alot better about myself.;)
 
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Darkness said:
*shrug* Yeah, and when using 1d20, the randomizing tool itself is neither predictable nor consistent, often making chance more important than skill.
No, thanks; I'll take a bell-curve (a 2d10 one, presumably) over 1d20 any day.

Sigh...

Ok one more time...

the fact that a d20 is as likely to roll a 1 as a 20 or that 2d10 makes an 11 more likely than a 2 is IREELEVENT to the predictability of RESULTS. In both cases, it is the die roll probabilties AND the value the system places on those results tat matters.

If i want it to be approximately 60% likely to succed on 3d6 i assing the succes to 11-. If i want ~60% on a d20 i assign 12-. In both systems i can assign the ranges of success and failure to make the outcome as likely as i want.

The only difference is, with bell curves the difference between X and x+1 and x+2 is variable, not static. That means a +2 range penalty might mean a 10% reduction or it might mean a 20% reduction and so forth, depending on what value X is. That complicates the valuation of modifiers.

You seem to be thinking of replacing the 1d20 with 2d10 and keeping the same success/failure assignments you had with 1d20? that isn't fixing the results its skewing them.

YMMV.
 
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Kai Lord said:
d6's are even worse. All they do is promote pyromaniac sorcerers to the exclusion of all else. Perhaps they'll fix this in 3.5 Pro or the upcoming 3E ME.
Sorcerors? Sorcerors still have to bust out the d4s for their hitpoints.

The d6 is the chosen and preferred weapon of the rogue, not the sorceror. I'd know, I've been an avid thief/rogue player since 1E, and I practically never had to touch anything other than a d6 and d20. My stats are d6's, my damage is d6's, my hps are d6s...

And to top it off, on a flat rolling surface of choice, I am the master of the d6. d6en bend to my will and say whatever I wish them to say, because I have the "d6 mastery" feat, which enables take-N, where N is a number from 1 to 6, of your choice, chosen, anytime I roll a d6.

I used to do this, and it creeped people out. I'd pull out my trusty 3d6, chant in tongues for kicks, and then throw...6....6....6. MUHUHAHAHAHA.
 

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